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Messages - frostgiant

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196
Okay. After a bit over half a month, I finally got two people to actually submit all the information needed in order to create a deck! (Didn't think it would take half this long) This means that this game can actually be played!

Yaaay!

Now to go and see if I can remember how to play my deck!

197
Forum Games and Roleplaying / Re: Refit and Repair, Sothweg
« on: July 14, 2019, 11:42:05 pm »
Plan NegaNorway
-3 Newly created navy
-1 Lackluster landing forces
+2 Attention to detail
+1 Rapid economic growth
+1 Advanced shipbuilding industry

198
Forum Games and Roleplaying / Re: An Indeterminate Arms Race
« on: July 14, 2019, 12:02:15 pm »
Replace Science with Magic and I will be in bliss with this HA.

199
Forum Games and Roleplaying / Re: XCOM Arms Race II : Ethereals
« on: July 12, 2019, 12:14:15 pm »
coatle viperkin

Csing ancient DNA acquired from the recent raid, the decision has been made to adapt the vipers to the atmosphere. Through the use of primeval reptilian DNA from a creature know as a "Raptor" to the humans, the Female reptiles will be improved.
Normally the vipers flexible form is used to create infiltrators in order to better subvert primitive governmental structures, however, the sub par quality of the sectoids, combined with the new Samples make the viper ago choice for prompt deployment.

Faster, Stronger, smarter and capable of spitting out their horridly acidic poison in a way comparable to a gas grenade, the Viper is just plain better than the servitors that are the sectoids, falling short only in their access to the gift.
The modifications caused by the addition of the primeval reptilian essence have manifested in some avian-esque feathering and an increase in muscle mass compared to the standard viper.

First draft write up of a Raptor Viper design. I think it aims at easy to normal difficulty right now, but we can add more features if we feel like rolling at a higher difficulty.

200
Forum Games and Roleplaying / Re: XCOM Arms Race II : Ethereals
« on: July 12, 2019, 09:33:30 am »
We could use some of the Dino DNA we picked up to more easily adapt the viper, they seem like a solid choice for now when it comes to replacing sectoids.
Generally better then sectoids, Ability to create clouds of toxin at a distance, fairly mobile.

201
Forum Games and Roleplaying / Re: XCOM Arms Race II : Ethereals
« on: July 11, 2019, 01:21:46 pm »
well now, looks like x-Com worked on improving their infantry quite a bit .

on the other hand, while working on a vehicle would let us fully leverage, we could also use those Vp to increase the deployed UFO's on missions to prevent souther asia from repeating. The longer we hold off on a better infantry, the longer we lose to a skyrangers worth of troops.

I would argue it would be better to make a better unit first, because VP can be used to let our units land. Chances are also good that they improve their Fighter this turn, so I'm am arguing for either increasing UP or a better unit to spend it on.

202
Forum Games and Roleplaying / Re: Land wars 2: Electric boogaloo
« on: July 09, 2019, 05:06:58 pm »
This looks fun, I'll type up a day 0 post and Pm it to you

203
Here are two possible approaches for improving the Naufragium.
Quote
Naufragium Pyros

The Naufragium Pyros is an attempt to fix the underlying issues that currently undermine the use of this shot pistol.
The first area of improvement is the air compression mechanism; by improving the compressor we can cut down the 1 second charge time by a good margin, building up air pressure much quicker then the previous mechanism. With the addition of a mechanical safety and a series of compartmental chambers, The Naufragium Pyros gains the ability to pre-charge up to two air chambers, Giving it two shots before requiring it needs to “reload”.

The second modification for the Naufragium comes in the form of its hardlight generators. Normal hard light generators are designed to create stable material that is perfectly safe for a human to touch and handle, Tying into its origins as a defensive system.
In order to increase the amount of damage that the Naufragium can deal to heavier targets the hardlight debris created by the Hardlight generators are designed to be formed at temperatures that would normally be specifically culled by the safety programs. Instead The hard light debris is created at tempuratures that can be compared to molten metal.
The current Debris is capable of creating Severe burns in an unarmoured target as is because of the sheer speed that it moves at creating a large amount of friction in the air. It is estimated that the increased Heat of the debris will give it a much easier time impacting heavier armors.
Quote
Naufragium Gravis
The Naufragium Gravis is an attempt to fix the underlying issues that currently undermine the use of this shot pistol.
The first area of improvement is the air compression mechanism; by improving the compressor we can cut down the 1 second charge time by a good margin, building up air pressure much quicker then the previous mechanism.
In order to increase the Speed of the projectiles fired by the Naufragium, The compression chamber is expanded Igniting more air for a larger plasma detonation, further increasing the speeds the hard light construct is capable of reaching, as well as compensating for their increased mass.
An improved mechanical safety allow the compression chamber to remain compressed for long period of time without worry of premature detonation, this allows the Naufragium Gravis to Recharge a shot before combat begins.

in order to increase the damage output of the Naufragium, the Gravis project is designed to create a modified hard light debris, Impregnating the Hard light constructs with tiny quantities of highly heat tolerant metal flakes.
These flakes, barely more then 0.001 of a gram increase the weight of the hard light construct by a massive amount, while also attempting to keep the high speeds of the current hard light weaponry.
The increased mass of the hard light debris containing these infinitesimally small metal flakes allow them to impact heavily armored target much harder, giving it the mass required to penetrate these armored targets.


204
Forum Games and Roleplaying / Re: XCOM Arms Race II : Ethereals
« on: July 03, 2019, 02:02:54 pm »
At the very least, if we fix the charioteer it won't self terminate, which it does sometimes already.

205
Forum Games and Roleplaying / Re: XCOM Arms Race II : Ethereals
« on: July 03, 2019, 11:37:58 am »

Quote from: Revison
(3) Charioteer Identity Fix : Kashyyk, Piratejoe, Frostgiant

206
How many individual cards do you have Failbird? I have about 14 although 1 card got cut from the final decklist after it got nerfed a bit to put in a couple more copies of the others.

What randomizer are people planning to use for their decklist? I got annoyed searching for one so I numbered my cards 1-40 and then wrote 1-40 on an RL set of extra playing cards I had Because I couldn't find one that didn't give Dupes.

207
Forum Games and Roleplaying / Re: XCOM Arms Race II : Ethereals
« on: July 01, 2019, 01:03:12 pm »

Quote from: Votebox
(1) Falling Time: TricMagic
(3) Attack in Breadth: Kashyyk, TFF, Frostgiant
() Stacked Attack:



208
Pm'ed a deck list and Cards, This looks fun and right up my alley so I had to get in on it.

209
Forum Games and Roleplaying / Re: XCOM Arms Race II : Ethereals
« on: July 01, 2019, 10:12:48 am »

That... Isn't good. Even had the disk rolled that poorly, at least it could still act as transport. A small Scout doesn't care about Deployment cost, so Ophanim aren't even that good. 2 Units fill up a Scout, rather than only taking up half of it.


If the disk rolled poorly, what makes you think it would have been worth deploying it at all? it could have had inflated pricing, or even worse unit capacity then the small scout. You cannot, ever, claim a design was a bad idea simply becuase it rolled badly because guess what, everything has the capacity to roll terribly and be useless  ::) To think your design would have been an exception is arrogant

210
Forum Games and Roleplaying / Re: XCOM Arms Race II : Ethereals
« on: June 29, 2019, 12:51:49 pm »

Quote from: Votebox
Alien Supplies
2 Adaptive Genes: (0) 
1 Adaptive Gene: (6) Piratejoe, Frostgiant, NUKE9.13, Failbird, Kashyyk, SC777
1 Superior Gene: (4) Frostgiant, Piratejoe, TricMagic, SC777
1 Ethereal Assistance: (3) TricMagic, NUKE9.13, Kashyyk

Design
Chariot: (3) NUKE9.13, Failbird, Frostgiant
Seeker Drone: (1) SC777,
Interdiction Class: Forsaken: (1) TricMagic

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